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FY26 H1 Results Presentation
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- Frontier Developments plc's H1 FY26 financial results show an Adjusted Operating Profit of approximately £11 million.
- CMS (Content Management System) games grew 52% in H1 FY26, contributing 90% of the total revenue.
- Jurassic World Evolution 3 (JWE3) has been a significant success.
- The company's FY27 CMS title will be a sequel to Planet Zoo, their most successful individual game.
- A new game is being developed by Frontier's Canada team for release in FY27.
FY2026/3 Q3 Data Appendix
2026年3⽉期 Q3決算補⾜データ集 Data Appendix (FY2026/3 Q3 ) (⼗億円 Billion yen) FY2024/3 FY2025/3 FY2026/3 FY2024/3 FY2025/3 FY2026/3 Q1 Q2 Q3 Q4 Q1 Q2 Q3 Q4 ...
- For FY2026/3 Q3, Sales reached 242.2 billion yen, with a full-year forecast of 330.0 billion yen (revised from 336.0 billion yen). Operating Income for Q3 was 23.7 billion yen, with a full-year forecast of 30.5 billion yen (revised from 39.5 billion yen).
- The Entertainment Contents segment is the largest contributor to sales and operating income, with Q3 sales of 166.5 billion yen and operating income of 14.0 billion yen. Consumer games within this segment generated 66.5 billion yen in Q3 sales.
- R&D and Content Production expenses for Entertainment Contents were 23.1 billion yen through Q3 FY2026/3, with a full-year forecast of 29.7 billion yen. This is a significant increase from 20.3 billion yen in FY2025/3 Q3.
- Unit sales of major IPs for FY2026/3 Q3 include Sonic series at 4,000 thousand units, Total War series at 3,160 thousand units, Persona series at 2,410 thousand units, and Like a Dragon series at 2,500 thousand units.
- The Gaming segment saw a substantial increase in employees, from 104 in FY2025/3 Q4 to 930 in FY2026/3 Q3, reflecting the incorporation of Rovio into the group.
Annual Report 2005
Printed in Japan This annual report is printed on recycled paper. 2004 2005 2004 2005 2004 2005 2004 2005 2004 2005 2004 2005 Total Games (Offline) Games (Online) Mobile Phone Content Publication Others Financial Highlights ________________________________________ 1 Disclaimer Regarding Forward-Looking Statements To Our Shareholders ____________________________________ 2 Statements in this annual report with respect to the current plans, estimates, stra...
- Square Enix's net income significantly increased to ¥14,520 million in FY2005, up from ¥4,355 million in FY2004, and ¥2,296 million in FY2003.
- Total consolidated net sales for Square Enix reached ¥73,865 million in FY2005, an increase from ¥63,202 million in FY2004 and ¥21,877 million in FY2003.
- The 'Games (Offline)' segment was the largest contributor to net sales in FY2005 at ¥41,944 million, followed by 'Games (Online)' at ¥13,853 million and 'Publication' at ¥10,859 million.
- Notes and accounts receivable decreased by ¥4,375 million to ¥7,670 million in FY2005, primarily because no "million-seller" titles were released during the fiscal year.
- Intangible assets decreased by ¥1,454 million to ¥6,096 million in FY2005, mainly due to ¥1,236 million in goodwill depreciation from the UIEvolution Inc. purchase in the previous fiscal year.
2004 Annual Report
SQUARE ENIX CO., LTD. www.square-enix.co.jp/ Disclaimer Regarding Forward-Looking Statements Statements in this annual report with respect to the current plans, estimates, strategy, and beliefs of SQUARE ENIX CO., LTD. and consolidated subsidiaries (collectively “SQUARE ENIX”) include both historical facts and forward-looking statements concerning the future performance of SQUARE ENIX.
- Square Enix's strategy focuses on three critical actions: enhancing community management, deploying polymorphic content by leveraging their own IPs across various platforms, and defining new platforms without becoming a hardware manufacturer.
- The Mobilephone Content business experienced significant growth in Fiscal Year 2004, with net sales increasing by ¥1,097 million to ¥2,793 million and operating income rising by ¥404 million to ¥1,159 million, despite overseas operations making insignificant contributions.
- The Publication business also showed strong growth in Fiscal Year 2004, with net sales increasing by ¥3,254 million to ¥9,671 million and operating income rising by ¥1,360 million to ¥3,180 million.
- As of March 31, 2004, Square Enix had a strong financial position with a shareholders' equity ratio of 87.4% and cash and cash equivalents totaling ¥58,676 million, with only ¥18 million in long-term debt due within one year.
- The company's capital surplus at the end of Fiscal Year 2004 was ¥36,393 million, and retained earnings were ¥53,931 million.
2012 Annual Report
C o r p o r a t e P h i l o s o p h y To spread happiness across the globe by providing unforgettable experiences This philosophy represents our company’s mission and the beliefs for which we stand. Each of our customers has his or her own definition of happiness. The Square Enix Group provides high-quality content, services, and products to help those customers create their own wonderful, unforgettable experiences, thereby allowing them to discover a happiness all their own.
- The Digital Entertainment segment, encompassing MMO, SN, and HD games, is a broad category due to rapid industry transitions, making consistent classification difficult.
- Operating income for the Digital Entertainment segment showed significant growth from FY2010 to FY2012, while Net Sales for the segment also increased over the same period.
- The content business is fundamentally composed of Production, Commercialization (reproducing content onto media), and Marketing (promotion, distribution, monetization), with marketing methods tied to media type.
- The company recorded a comprehensive income of ¥5,451 million in 2012, a significant improvement from a comprehensive loss of ¥(15,094) million in 2011.
- The company's net income per share was ¥6,060 in the fiscal year ended March 31, 2012, a recovery from a net loss of ¥(12,043) in the previous fiscal year.
2009 Annual Report
C o r p o r a t e P h i l o s o p h y To spread happiness across the globe by providing unforgettable experiences This philosophy represents our company’s mission and the beliefs for which we stand. Each of our customers has his or her own definition of happiness. Square Enix Group provides high-quality content, services, and products to help those customers create their own wonderful, unforgettable experiences, thereby allowing them to discover a happiness all their own.
- Square Enix Group defines its corporate mission as providing high-quality content, services, and products to facilitate unforgettable customer experiences.
- The company’s stated objective is to spread happiness globally by enabling customers to define and discover their own unique experiences.
2018 Annual Report
byproviding unforgettable experiences mission thebeliefsfor which we stand. To spread happiness across the globe by providing unforgettable experiences This philosophy represents our company’s mission and the beliefs for which we stand. The Square Enix Group provides n-quality high- content,services, and products to to help those customers create their own Each of our customers has his or her own definition of discover a happiness al happiness.
- The Square Enix Group's corporate philosophy is to spread happiness globally by providing unforgettable experiences through high-quality content, services, and products.
- The company aims to be a leader in entertainment, focusing on creating new and creative gaming experiences and hit titles, particularly revisiting development and operation organizations in the fiscal year ending March 2019.
- In the fiscal year ended March 2018, the Amusement segment saw sales decline to ¥41.7 billion and operating income fall to ¥2.4 billion, despite stable arcade operations and new initiatives like renovating Taito Station Mizonokuchi and opening MEGARAGE.
- The Digital Entertainment segment reported net sales of ¥191,469 million and operating income of ¥38,176 million for the fiscal year ended March 2018, driven by strong performance from titles like "FINAL FANTASY XIV," "DRAGON QUEST X," and "KINGDOM HEARTS Union X."
- The company forecasts net sales of ¥270,000 million and operating income of ¥30,000 million for the fiscal year ending March 31, 2019.
2013 Annual Report
C o r p o r a t e P h i l o s o p h y This philosophy represents our company's mission and the beliefs for which we stand. To spread happiness across the globe by providing unforgettable experiences This philosophy represents our company’s mission and the beliefs for which we stand. The Square Enix Group provides high-quality content, services, and products to help those customers create their own wonderful, Each of our customers has his or her own definition of happiness.
- The Publication segment achieved net sales of ¥11,086 million and operating income of ¥2,484 million, driven by new title creation, TV animation series deployment, and the growth of web-based platforms like "GANGAN ONLINE" for new IP development.
- The Merchandising segment posted net sales of ¥3,264 million and operating income of ¥667 million, with success attributed to the 25th-anniversary Final Fantasy series collector's box and concerts, and the new ARTNIA official merchandise store.
- Net cash used in investing activities increased by 59.0% to ¥9,189 million, primarily due to ¥10,626 million in property and equipment purchases and ¥1,392 million in intangible asset purchases, offset by ¥2,928 million from guarantee deposit collections.
- Notes and accounts receivable increased by ¥11,795 million to ¥30,226 million as of March 31, 2013, largely due to the March release of "Tomb Raider" in Europe and North America.
- Net cash used in financing activities totaled ¥3,481 million, with the primary application of funds being ¥3,444 million for cash dividends paid.
2015 Annual Report
To spread happiness the globe by providing unforgettableexpe Corporate across tS eriences This Philosophy s mission and the for ve stand. ebeliefs whichW To spread happiness across the globe by providing unforgettable experiences This philosophy represents our company’s mission and the beliefs for which we stand.
- Square Enix Group's mission is to spread happiness globally by providing high-quality content, services, and products that enable customers to create unforgettable experiences and discover their own happiness.
- The company plans to launch "RISE OF THE TOMB RAIDER" on Xbox One and Xbox 360 in November 2015, PC in early 2016, and PlayStation 4 in late 2016. The Tomb Raider series has shipped over 45 million copies worldwide since 1996, and its film adaptation grossed over $300 million.
- "JUST CAUSE 3" is scheduled for release on Xbox One, PlayStation 4, and PC on December 1, 2015, continuing a franchise known for explosive action and player freedom since 2006.
- Square Enix is expanding "FINAL FANTASY XIV" into new territories, launching in China in August 2014 and planning a South Korean launch in September 2015. They also released two new HD titles: "DRAGON QUEST HEROES" in February and "FINAL FANTASY TYPE-0 HD" in March.
- As of March 31, 2015, total net assets increased by ¥27,638 million to ¥155,314 million, while total liabilities decreased by ¥32,317 million to ¥56,623 million, primarily due to the conversion and redemption of ¥35,000 million in euro yen zero-coupon convertible bonds.
2014 Annual Report
To spread happiness across the globe by providing unforgettable experiences This philosophy represents our company's mission and the beliefs for which we stand. To spread happiness across the globe by providing unforgettable experiences This philosophy represents our company’s mission and the beliefs for which we stand.
- The Square Enix Group's content production account increased by ¥4,751 million to ¥20,556 million as of March 31, 2014, compared to the previous fiscal year.
- The company is shifting its HD game business strategy to include variable pricing models like Free-to-Play (F2P) to address structural flaws in the disc sales model and protracted development periods.
- Shareholders' equity decreased from ¥144,108 million at the beginning of the year to ¥126,940 million at the end of the year, primarily due to a net loss of ¥13,714 million and dividends from retained earnings of ¥3,452 million.
- Sales for the year ended March 31, 2013, totaled ¥147,981 million, with Japan contributing ¥109,524 million, Europe ¥21,588 million, North America ¥14,936 million, and Asia ¥1,931 million.
- Hannes Seifert became Studio Head of Io-Interactive in 2013, having previously worked on over 35 video games since 1987, including major titles like "Grand Theft Auto," "Max Payne," and "Hitman" series.
2023 Annual Report
Corporate Philosophyby providing unforgettable experiences This represents company's and the beliefs for which we stand. To spread happiness across the globe by providing unforgettable experiences This philosophy represents our company’s mission and the beliefs for which we stand. Each of ourcustomers or her of happiness.
- The "DRAGON QUEST" series has sold over 88 million units worldwide as of the end of June 2023, celebrating its 35th anniversary in 2021.
- Square Enix Group's corporate philosophy is to spread happiness globally by providing unforgettable experiences through high-quality content, services, and products.
- The company faces challenges in game development, including increased difficulty and prolonged timelines due to console advancements, intense competition for talent, and a diminishing number of external partners for large-scale projects.
- Square Enix is focusing on structural transformation of its internal development organization, including strengthening development processes, recruiting talent, and establishing training capabilities.
- The company is investing in new growth domains: AI, cloud technology, and blockchain games, alongside its existing Digital Entertainment, Amusement, Publication, and Merchandising segments.
2016 Annual Report
To spread happiness across the globe by providing unforgettable experiences To spread happiness across the globe by providing unforgettable experiences This philosophy represents our company’s mission and the beliefs for which we stand. The Square Enix Group provides high-quality content, services, and products to help those customers create their own Each of our customers has his or her own definition of happiness.
- Net sales for the fiscal year ended March 31, 2016, exceeded ¥200 billion for the first time, reaching ¥214,101 million, a 27.5% increase from the prior fiscal year, and operating income increased by 58.4% to ¥26,018 million.
- The MMO domain, specifically "DRAGON QUEST X" and "FINAL FANTASY XIV," generated stable earnings, with new content and expansion packs released in the fiscal year ended March 2016 successfully retaining and attracting players.
- The Amusement Business Segment saw brisk performance with year-on-year existing revenue topping 100%, driven by strong demand from foreign tourists, especially from Asia, and the successful rollout of an e-money system.
- The company plans to expand localization efforts beyond EFIGS (English, French, Italian, German, Spanish) to include Chinese (simplified), Arabic, and Portuguese to access growing consumer markets in China, the Middle East, and Latin America.
- Capital expenditures decreased by ¥176 million to ¥5,872 million in the fiscal year ended March 31, 2016, primarily due to the relocation of subsidiaries' offices.